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CHARACTERS.CON
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CHARACTERS.CON
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// CHARACTER SPECFIC VARIABLES
state setjumpcounter
setplayer[THISACTOR].jumping_counter jumpcounter
ends
state getjumpheights
ifvare PLAYERJUMPSTRENGTHTEMP 0 setplayer[THISACTOR].jumping_counter 0
// ****************************
// ** Revised Jumping System **
// ****************************
// Controls Jump Timer to compare w/ a character's jump strength
ifvare jumpcounter 0 setvar PLAYERJUMPTICS 0
ifvare sector[PLAYERSECTOR].lotag 1 ifvare WATER? 1 { mulvar PLAYERJUMPSTRENGTHTEMP 7 divvar PLAYERJUMPSTRENGTHTEMP 12 }
// Intended to prevent large crouch jumps by reducing jump strength to 30% of it's normal amount
getinput[THISACTOR].bits TEMP3
ifp pjetpack nullop
else
{
ifvarand TEMP3 2
{
randvar TEMP4 10 addvar TEMP4 20
mulvarvar PLAYERJUMPSTRENGTHTEMP TEMP4 divvar PLAYERJUMPSTRENGTHTEMP 100
}
}
ifp ponground setvarvar PLAYERJUMPSTRENGTHTEMP2 PLAYERJUMPSTRENGTHTEMP
else
{
ifvare sector[PLAYERSECTOR].lotag 1 ifvare WATER? 1 setvarvar PLAYERJUMPSTRENGTHTEMP2 PLAYERJUMPSTRENGTHTEMP
}
ifvare sector[PLAYERSECTOR].lotag 1 ifvare WATER? 1 setvar JUMP_ONWATER? 1 else setvar JUMP_ONWATER? 0
ifvare JUMP_ONWATER? 1 { ifvarg jumpcounter 0 ifvarl jumpcounter 1441 { addvar PLAYERJUMPTICS 1 } } // If Jumping from Water
else { ifvarg jumpcounter 0 ifvarl jumpcounter 1441 { addvar PLAYERJUMPTICS 1 } } // If Jumping from Solid Ground
ifvare JUMP_ONWATER? 1
{
ifvare PLAYERJUMPTICS 1 { setvar jumpcounter 181 state setjumpcounter setplayer[THISACTOR].poszv -455 }
ifvare PLAYERJUMPTICS 2 { setvar jumpcounter 361 state setjumpcounter setplayer[THISACTOR].poszv -910 }
ifvare PLAYERJUMPTICS 3 { setvar jumpcounter 541 state setjumpcounter setplayer[THISACTOR].poszv -1365 }
ifvare PLAYERJUMPTICS 4 { setvar jumpcounter 721 state setjumpcounter setplayer[THISACTOR].poszv -1820 }
ifvare PLAYERJUMPTICS 5 { setvar jumpcounter 722 state setjumpcounter setplayer[THISACTOR].poszv -2275 }
ifvare PLAYERJUMPTICS 6 { setvar jumpcounter 722 state setjumpcounter setplayer[THISACTOR].poszv -2730 }
ifvarg PLAYERJUMPTICS 6 { setvar jumpcounter 722 state setjumpcounter setplayer[THISACTOR].poszv -2730 }
}
else
{
ifvare PLAYERJUMPTICS 1 { setvar jumpcounter 181 state setjumpcounter setplayer[THISACTOR].poszv -682 }
ifvare PLAYERJUMPTICS 2 { setvar jumpcounter 361 state setjumpcounter setplayer[THISACTOR].poszv -1365 }
ifvare PLAYERJUMPTICS 3 { setvar jumpcounter 541 state setjumpcounter setplayer[THISACTOR].poszv -2048 }
ifvare PLAYERJUMPTICS 4 { setvar jumpcounter 721 state setjumpcounter setplayer[THISACTOR].poszv -2730 }
ifvare PLAYERJUMPTICS 5 { setvar jumpcounter 901 state setjumpcounter setplayer[THISACTOR].poszv -3413 }
ifvare PLAYERJUMPTICS 6 { setvar jumpcounter 1081 state setjumpcounter setplayer[THISACTOR].poszv -4096 }
ifvarg PLAYERJUMPTICS 6 { setvar jumpcounter 1082 state setjumpcounter setplayer[THISACTOR].poszv -4096 }
}
// Cuts off a jump if the Jump timer exceeds the character's jump strength
ifvarvarg PLAYERJUMPTICS PLAYERJUMPSTRENGTHTEMP2 { setvar jumpcounter 1441 state setjumpcounter setvar PLAYERJUMPTICS 0 }
ends
state readweapontochar
setvar PLAYERWEAPONBITFIELD 0
getplayer[THISACTOR].gotweapon 0 temp ifvare temp 1 addvar PLAYERWEAPONBITFIELD 1
getplayer[THISACTOR].gotweapon 1 temp ifvare temp 1 addvar PLAYERWEAPONBITFIELD 2
getplayer[THISACTOR].gotweapon 2 temp ifvare temp 1 addvar PLAYERWEAPONBITFIELD 4
getplayer[THISACTOR].gotweapon 3 temp ifvare temp 1 addvar PLAYERWEAPONBITFIELD 8
getplayer[THISACTOR].gotweapon 4 temp ifvare temp 1 addvar PLAYERWEAPONBITFIELD 16
getplayer[THISACTOR].gotweapon 5 temp ifvare temp 1 addvar PLAYERWEAPONBITFIELD 32
getplayer[THISACTOR].gotweapon 6 temp ifvare temp 1 addvar PLAYERWEAPONBITFIELD 64
getplayer[THISACTOR].gotweapon 7 temp ifvare temp 1 addvar PLAYERWEAPONBITFIELD 128
getplayer[THISACTOR].gotweapon 8 temp ifvare temp 1 addvar PLAYERWEAPONBITFIELD 256
getplayer[THISACTOR].gotweapon 9 temp ifvare temp 1 addvar PLAYERWEAPONBITFIELD 512
getplayer[THISACTOR].gotweapon 11 temp ifvare temp 1 addvar PLAYERWEAPONBITFIELD 1024
ends
state readchartoweapon
ifvarand PLAYERWEAPONBITFIELD 1 setplayer[THISACTOR].gotweapon 0 1 else setplayer[THISACTOR].gotweapon 0 0
ifvarand PLAYERWEAPONBITFIELD 2 setplayer[THISACTOR].gotweapon 1 1 else setplayer[THISACTOR].gotweapon 1 0
ifvarand PLAYERWEAPONBITFIELD 4 setplayer[THISACTOR].gotweapon 2 1 else setplayer[THISACTOR].gotweapon 2 0
ifvarand PLAYERWEAPONBITFIELD 8 setplayer[THISACTOR].gotweapon 3 1 else setplayer[THISACTOR].gotweapon 3 0
ifvarand PLAYERWEAPONBITFIELD 16 setplayer[THISACTOR].gotweapon 4 1 else setplayer[THISACTOR].gotweapon 4 0
ifvarand PLAYERWEAPONBITFIELD 32 setplayer[THISACTOR].gotweapon 5 1 else setplayer[THISACTOR].gotweapon 5 0
ifvarand PLAYERWEAPONBITFIELD 64 setplayer[THISACTOR].gotweapon 6 1 else setplayer[THISACTOR].gotweapon 6 0
ifvarand PLAYERWEAPONBITFIELD 128 setplayer[THISACTOR].gotweapon 7 1 else setplayer[THISACTOR].gotweapon 7 0
ifvarand PLAYERWEAPONBITFIELD 256 setplayer[THISACTOR].gotweapon 8 1 else setplayer[THISACTOR].gotweapon 8 0
ifvarand PLAYERWEAPONBITFIELD 512 setplayer[THISACTOR].gotweapon 9 1 else setplayer[THISACTOR].gotweapon 9 0
ifvarand PLAYERWEAPONBITFIELD 1024 setplayer[THISACTOR].gotweapon 11 1 else setplayer[THISACTOR].gotweapon 11 0
ends
state donotswitchchars
setvar MISCARRAYID 82 getactorvar[MISCARRAYID].MISCARRAYID_AMOUNT MISCARRAYID_AMOUNTTEMP // CHARACTER-OLD
setvarvar CHARACTERSELECTED? MISCARRAYID_AMOUNTTEMP
ends
state setcharacterarrays
setvarvar CHARACTERARRAY CHARACTERSELECTED?
setactorvar[CHARACTERARRAY].CHARACTERHP CURRENTHITPOINTS
setactorvar[CHARACTERARRAY].CHARACTERMAXHP MAXHITPOINTS
setactorvar[CHARACTERARRAY].CHARACTERAP CURRENTARMORPOINTS
setactorvar[CHARACTERARRAY].CHARACTERMAXAP MAXARMORPOINTS
setactorvar[CHARACTERARRAY].CHARACTERAPABSORB ARMORPERCENT
setactorvar[CHARACTERARRAY].CHARACTEREP CURRENTENERGYPOINTS
setactorvar[CHARACTERARRAY].CHARACTERMAXEP MAXENERGYPOINTS
setactorvar[CHARACTERARRAY].CHARACTERFA FIRSTAIDCURRENT
setactorvar[CHARACTERARRAY].CHARACTERATTACK PLAYERATTACK
setactorvar[CHARACTERARRAY].CHARACTERDEFENSE PLAYERDEFENSE
setactorvar[CHARACTERARRAY].CHARACTERBREATHTIME AIRTIME
setactorvar[CHARACTERARRAY].CHARACTERMAXBREATHTIME MAXAIRTIME
setactorvar[CHARACTERARRAY].CHARACTERQUADTIME QUADTIME
setactorvar[CHARACTERARRAY].CHARACTERINVULNTIME INVULNTIME
setactorvar[CHARACTERARRAY].CHARACTERREGENTIME REGENTIME
setactorvar[CHARACTERARRAY].CHARACTERAPREGENTIME APREGENTIME
setactorvar[CHARACTERARRAY].CHARACTERVAMPIRETIME VAMPIRETIME
setactorvar[CHARACTERARRAY].CHARACTERSTEROIDSTIME STEROIDSTIME
setactorvar[CHARACTERARRAY].CHARACTERJETPACKTIME player[THISACTOR].jetpack_amount
setactorvar[CHARACTERARRAY].CHARACTERJETPACKTOGGLE player[THISACTOR].jetpack_on
setactorvar[CHARACTERARRAY].CHARACTERGOGGLESTIME player[THISACTOR].heat_amount
setactorvar[CHARACTERARRAY].CHARACTERGOGGLESTOGGLE player[THISACTOR].heat_on
setactorvar[CHARACTERARRAY].CHARACTERBOOTSTIME player[THISACTOR].boot_amount
setactorvar[CHARACTERARRAY].CHARACTERHOLOTIME player[THISACTOR].holoduke_amount
setactorvar[CHARACTERARRAY].CHARACTERSCUBATIME SCUBATIME
setactorvar[CHARACTERARRAY].CHARACTERAMMO1 player[THISACTOR].ammo_amount 0
setactorvar[CHARACTERARRAY].CHARACTERAMMO2 player[THISACTOR].ammo_amount 1
setactorvar[CHARACTERARRAY].CHARACTERAMMO3 player[THISACTOR].ammo_amount 2
setactorvar[CHARACTERARRAY].CHARACTERAMMO4 player[THISACTOR].ammo_amount 3
setactorvar[CHARACTERARRAY].CHARACTERAMMO5 player[THISACTOR].ammo_amount 4
setactorvar[CHARACTERARRAY].CHARACTERAMMO6 player[THISACTOR].ammo_amount 5
setactorvar[CHARACTERARRAY].CHARACTERAMMO7 player[THISACTOR].ammo_amount 6
setactorvar[CHARACTERARRAY].CHARACTERAMMO8 player[THISACTOR].ammo_amount 7
setactorvar[CHARACTERARRAY].CHARACTERAMMO9 player[THISACTOR].ammo_amount 8
setactorvar[CHARACTERARRAY].CHARACTERAMMO10 player[THISACTOR].ammo_amount 9
setactorvar[CHARACTERARRAY].CHARACTERAMMO11 player[THISACTOR].ammo_amount 11
setactorvar[CHARACTERARRAY].CHARACTERMAXAMMO1 MAXKICK
setactorvar[CHARACTERARRAY].CHARACTERMAXAMMO2 MAXPISTOL
setactorvar[CHARACTERARRAY].CHARACTERMAXAMMO3 MAXSHOTGUN
setactorvar[CHARACTERARRAY].CHARACTERMAXAMMO4 MAXCHAINGUN
setactorvar[CHARACTERARRAY].CHARACTERMAXAMMO5 MAXRPG
setactorvar[CHARACTERARRAY].CHARACTERMAXAMMO6 MAXPIPEBOMB
setactorvar[CHARACTERARRAY].CHARACTERMAXAMMO7 MAXSHRINKER
setactorvar[CHARACTERARRAY].CHARACTERMAXAMMO8 MAXDEVASTATOR
setactorvar[CHARACTERARRAY].CHARACTERMAXAMMO9 MAXTRIPBOMB
setactorvar[CHARACTERARRAY].CHARACTERMAXAMMO10 MAXFREEZER
setactorvar[CHARACTERARRAY].CHARACTERMAXAMMO11 MAXEXPANDER
setactorvar[CHARACTERARRAY].CHARACTERSPEED player[THISACTOR].runspeed
setactorvar[CHARACTERARRAY].CHARACTERCRITHITCHANCE CRITICALHITCHANCE
setactorvar[CHARACTERARRAY].CHARACTERCURRWEAPON player[THISACTOR].curr_weapon
state readweapontochar
setactorvar[CHARACTERARRAY].CHARACTERWEAPBITFIELD PLAYERWEAPONBITFIELD
setactorvar[CHARACTERARRAY].CHARACTERLEVEL PLAYERLEVEL
setactorvar[CHARACTERARRAY].CHARACTERTEMPLEVEL PLAYERTEMPLEVEL
setactorvar[CHARACTERARRAY].CHARACTEREXPPTS EXPPTS
setactorvar[CHARACTERARRAY].CHARACTEREXPPTSTONEXT EXPTONEXT
setactorvar[CHARACTERARRAY].CHARACTERAIRJUMPS multijumpflag
setactorvar[CHARACTERARRAY].CHARACTERMAXAIRJUMPS PLAYERMAXAIRJUMPS
setactorvar[CHARACTERARRAY].CHARACTERMAXMANTLETIME MANTLINGTIMERMAX
setactorvar[CHARACTERARRAY].CHARACTERMANTLETIME MANTLINGTIMER
setactorvar[CHARACTERARRAY].CHARACTERSTATUS? PLAYERSTATUS?
setactorvar[CHARACTERARRAY].CHARACTERSHRINKINGRESIST SHRINKINGRESISTPLAYER
setactorvar[CHARACTERARRAY].CHARACTERHASTETIMER PLAYERHASTETIMER
setactorvar[CHARACTERARRAY].CHARACTERSLOWTIMER PLAYERSLOWTIMER
setactorvar[CHARACTERARRAY].CHARACTERPOISONTIMER PLAYERPOISONTIMER
setactorvar[CHARACTERARRAY].CHARACTERDIMNESSTIMER PLAYERDIMNESSTIMER
setactorvar[CHARACTERARRAY].CHARACTERREFRACTORTIMER PLAYERREFRACTORTIMER
setactorvar[CHARACTERARRAY].CHARACTERRAGNAROKTIMER PLAYERRAGNAROKTIMER
setactorvar[CHARACTERARRAY].CHARACTERCONFUSIONTIMER PLAYERCONFUSIONTIMER
setactorvar[CHARACTERARRAY].CHARACTERAQUAPROTECTTIMER PLAYERAQUAPROTECTTIMER
setactorvar[CHARACTERARRAY].CHARACTERSHELLTIMER PLAYERSHELLTIMER
setactorvar[CHARACTERARRAY].CHARACTERPSISHIELDTIMER PLAYERPSISHIELDTIMER
setactorvar[CHARACTERARRAY].CHARACTERBLITZKRIEGTIMER PLAYERBLITZKRIEGTIMER
setactorvar[CHARACTERARRAY].CHARACTERBOOSTERTIMER PLAYERBOOSTERTIMER
setactorvar[CHARACTERARRAY].CHARACTERBLOODLUSTTIMER PLAYERBLOODLUSTTIMER
setactorvar[CHARACTERARRAY].CHARACTERCORROSIONTIMER PLAYERCORROSIONTIMER
setactorvar[CHARACTERARRAY].CHARACTERAUTOHPREGENTIMER HITPOINTREGENTICS
setactorvar[CHARACTERARRAY].CHARACTERAUTOAPREGENTIMER ARMORPOINTREGENTICS
setactorvar[CHARACTERARRAY].CHARACTERAUTOEPREGENTIMER ENERGYPOINTREGENTICS
setactorvar[CHARACTERARRAY].CHARACTERSHRINKTIMER PLAYERSHRINKTIMER
setactorvar[CHARACTERARRAY].CHARACTERJUMPSTRENGTH PLAYERJUMPSTRENGTH
setactorvar[CHARACTERARRAY].CHARACTERLIFTSTRENGTH PLAYERLIFTSTRENGTH
setactorvar[CHARACTERARRAY].CHARACTERFALLRESIST PLAYERFALLRESIST
setactorvar[CHARACTERARRAY].CHARACTERDROWNDMGFACTOR DROWNDMGFACTOR
setactorvar[CHARACTERARRAY].CHARACTERFREEZETIMER freezetimer
setactorvar[CHARACTERARRAY].CHARACTERWINTERCLOTHES winterclothes
setactorvar[CHARACTERARRAY].CHARACTERTRANSFORMTIMER TRANSFORMTIMER
ends
state getcharacterarrays
setvarvar CHARACTERARRAY CHARACTERSELECTED?
getactorvar[CHARACTERARRAY].CHARACTERHP CURRENTHITPOINTS
getactorvar[CHARACTERARRAY].CHARACTERMAXHP MAXHITPOINTS
getactorvar[CHARACTERARRAY].CHARACTERAP CURRENTARMORPOINTS
getactorvar[CHARACTERARRAY].CHARACTERMAXAP MAXARMORPOINTS
getactorvar[CHARACTERARRAY].CHARACTERAPABSORB ARMORPERCENT
getactorvar[CHARACTERARRAY].CHARACTEREP CURRENTENERGYPOINTS
getactorvar[CHARACTERARRAY].CHARACTERMAXEP MAXENERGYPOINTS
getactorvar[CHARACTERARRAY].CHARACTERFA FIRSTAIDCURRENT
getactorvar[CHARACTERARRAY].CHARACTERATTACK PLAYERATTACK
getactorvar[CHARACTERARRAY].CHARACTERDEFENSE PLAYERDEFENSE
getactorvar[CHARACTERARRAY].CHARACTERBREATHTIME AIRTIME
getactorvar[CHARACTERARRAY].CHARACTERMAXBREATHTIME MAXAIRTIME
getactorvar[CHARACTERARRAY].CHARACTERQUADTIME QUADTIME
getactorvar[CHARACTERARRAY].CHARACTERINVULNTIME INVULNTIME
getactorvar[CHARACTERARRAY].CHARACTERREGENTIME REGENTIME
getactorvar[CHARACTERARRAY].CHARACTERAPREGENTIME APREGENTIME
getactorvar[CHARACTERARRAY].CHARACTERVAMPIRETIME VAMPIRETIME
getactorvar[CHARACTERARRAY].CHARACTERSTEROIDSTIME STEROIDSTIME
ifvare STEROIDSTIME 0 setplayer[THISACTOR].steroids_amount 0
else ifvare STEROIDSTIME 600 setplayer[THISACTOR].steroids_amount 400 // 150
else ifvare STEROIDSTIME 1200 setplayer[THISACTOR].steroids_amount 400 // 300
else ifvare STEROIDSTIME 2400 setplayer[THISACTOR].steroids_amount 400 // 600
else ifvare STEROIDSTIME 4800 setplayer[THISACTOR].steroids_amount 400 // 1200
else setplayer[THISACTOR].steroids_amount 399
setplayer[THISACTOR].jetpack_amount actorvar[CHARACTERARRAY].CHARACTERJETPACKTIME
setplayer[THISACTOR].jetpack_on actorvar[CHARACTERARRAY].CHARACTERJETPACKTOGGLE
setplayer[THISACTOR].heat_amount actorvar[CHARACTERARRAY].CHARACTERGOGGLESTIME
setplayer[THISACTOR].heat_on actorvar[CHARACTERARRAY].CHARACTERGOGGLESTOGGLE
setplayer[THISACTOR].boot_amount actorvar[CHARACTERARRAY].CHARACTERBOOTSTIME
setplayer[THISACTOR].holoduke_amount actorvar[CHARACTERARRAY].CHARACTERHOLOTIME
setplayervar[THISACTOR].SCUBATIME actorvar[CHARACTERARRAY].CHARACTERSCUBATIME
setplayer[THISACTOR].ammo_amount 0 actorvar[CHARACTERARRAY].CHARACTERAMMO1
setplayer[THISACTOR].ammo_amount 1 actorvar[CHARACTERARRAY].CHARACTERAMMO2
setplayer[THISACTOR].ammo_amount 2 actorvar[CHARACTERARRAY].CHARACTERAMMO3
setplayer[THISACTOR].ammo_amount 3 actorvar[CHARACTERARRAY].CHARACTERAMMO4
setplayer[THISACTOR].ammo_amount 4 actorvar[CHARACTERARRAY].CHARACTERAMMO5
setplayer[THISACTOR].ammo_amount 5 actorvar[CHARACTERARRAY].CHARACTERAMMO6
setplayer[THISACTOR].ammo_amount 6 actorvar[CHARACTERARRAY].CHARACTERAMMO7
setplayer[THISACTOR].ammo_amount 7 actorvar[CHARACTERARRAY].CHARACTERAMMO8
setplayer[THISACTOR].ammo_amount 8 actorvar[CHARACTERARRAY].CHARACTERAMMO9
setplayer[THISACTOR].ammo_amount 9 actorvar[CHARACTERARRAY].CHARACTERAMMO10
setplayer[THISACTOR].ammo_amount 11 actorvar[CHARACTERARRAY].CHARACTERAMMO11
getactorvar[CHARACTERARRAY].CHARACTERMAXAMMO1 MAXKICK
getactorvar[CHARACTERARRAY].CHARACTERMAXAMMO2 MAXPISTOL
getactorvar[CHARACTERARRAY].CHARACTERMAXAMMO3 MAXSHOTGUN
getactorvar[CHARACTERARRAY].CHARACTERMAXAMMO4 MAXCHAINGUN
getactorvar[CHARACTERARRAY].CHARACTERMAXAMMO5 MAXRPG
getactorvar[CHARACTERARRAY].CHARACTERMAXAMMO6 MAXPIPEBOMB
getactorvar[CHARACTERARRAY].CHARACTERMAXAMMO7 MAXSHRINKER
getactorvar[CHARACTERARRAY].CHARACTERMAXAMMO8 MAXDEVASTATOR
getactorvar[CHARACTERARRAY].CHARACTERMAXAMMO9 MAXTRIPBOMB
getactorvar[CHARACTERARRAY].CHARACTERMAXAMMO10 MAXFREEZER
getactorvar[CHARACTERARRAY].CHARACTERMAXAMMO11 MAXEXPANDER
setplayer[THISACTOR].runspeed actorvar[CHARACTERARRAY].CHARACTERSPEED
getactorvar[CHARACTERARRAY].CHARACTERCRITHITCHANCE CRITICALHITCHANCE
setplayer[THISACTOR].curr_weapon actorvar[CHARACTERARRAY].CHARACTERCURRWEAPON
getactorvar[CHARACTERARRAY].CHARACTERWEAPBITFIELD PLAYERWEAPONBITFIELD
state readchartoweapon
getactorvar[CHARACTERARRAY].CHARACTERLEVEL PLAYERLEVEL
getactorvar[CHARACTERARRAY].CHARACTERTEMPLEVEL PLAYERTEMPLEVEL
getactorvar[CHARACTERARRAY].CHARACTEREXPPTS EXPPTS
getactorvar[CHARACTERARRAY].CHARACTEREXPPTSTONEXT EXPTONEXT
getactorvar[CHARACTERARRAY].CHARACTERAIRJUMPS multijumpflag
getactorvar[CHARACTERARRAY].CHARACTERMAXAIRJUMPS PLAYERMAXAIRJUMPS
getactorvar[CHARACTERARRAY].CHARACTERMAXMANTLETIME MANTLINGTIMERMAX
getactorvar[CHARACTERARRAY].CHARACTERMANTLETIME MANTLINGTIMER
getactorvar[CHARACTERARRAY].CHARACTERSTATUS? PLAYERSTATUS?
getactorvar[CHARACTERARRAY].CHARACTERSHRINKINGRESIST SHRINKINGRESISTPLAYER
getactorvar[CHARACTERARRAY].CHARACTERHASTETIMER PLAYERHASTETIMER
getactorvar[CHARACTERARRAY].CHARACTERSLOWTIMER PLAYERSLOWTIMER
getactorvar[CHARACTERARRAY].CHARACTERPOISONTIMER PLAYERPOISONTIMER
getactorvar[CHARACTERARRAY].CHARACTERDIMNESSTIMER PLAYERDIMNESSTIMER
getactorvar[CHARACTERARRAY].CHARACTERREFRACTORTIMER PLAYERREFRACTORTIMER
getactorvar[CHARACTERARRAY].CHARACTERRAGNAROKTIMER PLAYERRAGNAROKTIMER
getactorvar[CHARACTERARRAY].CHARACTERCONFUSIONTIMER PLAYERCONFUSIONTIMER
getactorvar[CHARACTERARRAY].CHARACTERAQUAPROTECTTIMER PLAYERAQUAPROTECTTIMER
getactorvar[CHARACTERARRAY].CHARACTERSHELLTIMER PLAYERSHELLTIMER
getactorvar[CHARACTERARRAY].CHARACTERPSISHIELDTIMER PLAYERPSISHIELDTIMER
getactorvar[CHARACTERARRAY].CHARACTERBLITZKRIEGTIMER PLAYERBLITZKRIEGTIMER
getactorvar[CHARACTERARRAY].CHARACTERBOOSTERTIMER PLAYERBOOSTERTIMER
getactorvar[CHARACTERARRAY].CHARACTERPSISHIELDTIMER PLAYERPSISHIELDTIMER
getactorvar[CHARACTERARRAY].CHARACTERBLOODLUSTTIMER PLAYERBLOODLUSTTIMER
getactorvar[CHARACTERARRAY].CHARACTERCORROSIONTIMER PLAYERCORROSIONTIMER
getactorvar[CHARACTERARRAY].CHARACTERAUTOHPREGENTIMER HITPOINTREGENTICS
getactorvar[CHARACTERARRAY].CHARACTERAUTOAPREGENTIMER ARMORPOINTREGENTICS
getactorvar[CHARACTERARRAY].CHARACTERAUTOEPREGENTIMER ENERGYPOINTREGENTICS
getactorvar[CHARACTERARRAY].CHARACTERSHRINKTIMER PLAYERSHRINKTIMER
getactorvar[CHARACTERARRAY].CHARACTERJUMPSTRENGTH PLAYERJUMPSTRENGTH
getactorvar[CHARACTERARRAY].CHARACTERLIFTSTRENGTH PLAYERLIFTSTRENGTH
getactorvar[CHARACTERARRAY].CHARACTERFALLRESIST PLAYERFALLRESIST
getactorvar[CHARACTERARRAY].CHARACTERDROWNDMGFACTOR DROWNDMGFACTOR
getactorvar[CHARACTERARRAY].CHARACTERFREEZETIMER freezetimer
getactorvar[CHARACTERARRAY].CHARACTERWINTERCLOTHES winterclothes
getactorvar[CHARACTERARRAY].CHARACTERTRANSFORMTIMER TRANSFORMTIMER
ends
state checkcharacter_status
getactorvar[CHARACTERARRAY].CHARACTERSTATUS? TEMPVAR
ends
state checkfallresistances
ifvare VEHICLEID -1
{
setvarvar CHARFALLRESIST PLAYERFALLRESISTTEMP
state damagemod-fallresist
}
else
{
ifvarg VEHICLETYPE -1 ifvarl VEHICLETYPE 3 setvarvar CHARFALLRESIST 15
}
ends
state level_calcfallresist
setvarvar TEMPVAR5 PLAYERTEMPLEVEL
divvar TEMPVAR5 16
addvarvar PLAYERFALLRESISTTEMP TEMPVAR5
ends
state level_calcsurvivalrate
// Factor in Level
setvarvar TEMPVAR5 PLAYERTEMPLEVEL
ifvare CHARACTERSELECTED? 1 mulvar TEMPVAR5 7 // Duke
else ifvare CHARACTERSELECTED? 2 mulvar TEMPVAR5 5 // Jack
else ifvare CHARACTERSELECTED? 3 mulvar TEMPVAR5 11 // Bubsy
else ifvare CHARACTERSELECTED? 4 mulvar TEMPVAR5 10 // Ami
else ifvare CHARACTERSELECTED? 5 mulvar TEMPVAR5 8 // Lo Wang
else ifvare CHARACTERSELECTED? 6 mulvar TEMPVAR5 3 // ESSence
else ifvare CHARACTERSELECTED? 7 mulvar TEMPVAR5 6 // Ted
else ifvare CHARACTERSELECTED? 8 mulvar TEMPVAR5 14 // Lisa
else ifvare CHARACTERSELECTED? 9 mulvar TEMPVAR5 2 // Cybanis
else ifvare CHARACTERSELECTED? 10 mulvar TEMPVAR5 12 // Christina/Nethra
else ifvare CHARACTERSELECTED? 11 mulvar TEMPVAR5 15 // Paula
else ifvare CHARACTERSELECTED? 12 mulvar TEMPVAR5 4 // Lori
else ifvare CHARACTERSELECTED? 13 mulvar TEMPVAR5 13 // Minako
else ifvare CHARACTERSELECTED? 14 mulvar TEMPVAR5 1 // ???????
else ifvare CHARACTERSELECTED? 15 mulvar TEMPVAR5 9 // Maken
else mulvar TEMPVAR5 5
addvarvar SURVIVALVALUE_TEMP TEMPVAR5
// Factor in Rabbit's Feet [Equippable Item]
ifvare PLAYEREQUIPSLOTITEM1 12 addvar SURVIVALVALUE_TEMP 1250
ifvare PLAYEREQUIPSLOTITEM2 12 addvar SURVIVALVALUE_TEMP 1250
ifvare PLAYEREQUIPSLOTITEM3 12 addvar SURVIVALVALUE_TEMP 1250
ifvare PLAYEREQUIPSLOTITEM4 12 addvar SURVIVALVALUE_TEMP 1250
ifvare PLAYEREQUIPSLOTITEM5 12 addvar SURVIVALVALUE_TEMP 1250
ifvare PLAYEREQUIPSLOTITEM6 12 addvar SURVIVALVALUE_TEMP 1250
ifvare PLAYEREQUIPSLOTITEM7 12 addvar SURVIVALVALUE_TEMP 1250
ifvare PLAYEREQUIPSLOTITEM8 12 addvar SURVIVALVALUE_TEMP 1250
// Factor in Jewel of Four Souls
ifvare PLAYEREQUIPSLOTITEM1 28
{
setvarvar TEMPVAR5 10001
subvarvar TEMPVAR5 SURVIVALVALUE_TEMP
mulvar TEMPVAR5 9
divvar TEMPVAR5 10
addvarvar SURVIVALVALUE_TEMP TEMPVAR5
}
ifvare PLAYEREQUIPSLOTITEM2 28
{
setvarvar TEMPVAR5 10001
subvarvar TEMPVAR5 SURVIVALVALUE_TEMP
mulvar TEMPVAR5 9
divvar TEMPVAR5 10
addvarvar SURVIVALVALUE_TEMP TEMPVAR5
}
ifvare PLAYEREQUIPSLOTITEM3 28
{
setvarvar TEMPVAR5 10001
subvarvar TEMPVAR5 SURVIVALVALUE_TEMP
mulvar TEMPVAR5 9
divvar TEMPVAR5 10
addvarvar SURVIVALVALUE_TEMP TEMPVAR5
}
ifvare PLAYEREQUIPSLOTITEM4 28
{
setvarvar TEMPVAR5 10001
subvarvar TEMPVAR5 SURVIVALVALUE_TEMP
mulvar TEMPVAR5 9
divvar TEMPVAR5 10
addvarvar SURVIVALVALUE_TEMP TEMPVAR5
}
ifvare PLAYEREQUIPSLOTITEM5 28
{
setvarvar TEMPVAR5 10001
subvarvar TEMPVAR5 SURVIVALVALUE_TEMP
mulvar TEMPVAR5 9
divvar TEMPVAR5 10
addvarvar SURVIVALVALUE_TEMP TEMPVAR5
}
ifvare PLAYEREQUIPSLOTITEM6 28
{
setvarvar TEMPVAR5 10001
subvarvar TEMPVAR5 SURVIVALVALUE_TEMP
mulvar TEMPVAR5 9
divvar TEMPVAR5 10
addvarvar SURVIVALVALUE_TEMP TEMPVAR5
}
ifvare PLAYEREQUIPSLOTITEM7 28
{
setvarvar TEMPVAR5 10001
subvarvar TEMPVAR5 SURVIVALVALUE_TEMP
mulvar TEMPVAR5 9
divvar TEMPVAR5 10
addvarvar SURVIVALVALUE_TEMP TEMPVAR5
}
ifvare PLAYEREQUIPSLOTITEM8 28
{
setvarvar TEMPVAR5 10001
subvarvar TEMPVAR5 SURVIVALVALUE_TEMP
mulvar TEMPVAR5 9
divvar TEMPVAR5 10
addvarvar SURVIVALVALUE_TEMP TEMPVAR5
}
ifp ponsteroids
{
setvarvar TEMPVAR5 10001
subvarvar TEMPVAR5 SURVIVALVALUE_TEMP
mulvar TEMPVAR5 3
divvar TEMPVAR5 4
addvarvar SURVIVALVALUE_TEMP TEMPVAR5
}
ends
state checkcharacters
getplayer[THISACTOR].runspeed CHARACTERSPEEDTRUE
//************************************
//*START OF CHARACTER SWITCHING CODES*
//************************************
setvar MISCARRAYID 82 getactorvar[MISCARRAYID].MISCARRAYID_AMOUNT MISCARRAYID_AMOUNTTEMP // CHARACTER-OLD
ifvarvare CHARACTERSELECTED? MISCARRAYID_AMOUNTTEMP // If the character hasn't changed yet
{
ifvare CHARACTERSELECTED? 1
{
redefinequote 47 ^19HOLODUKE ON
redefinequote 48 ^19HOLODUKE OFF
redefinequote 49 ^21HOLODUKE NOT FOUND YET!
redefinequote 51 ^20HOLODUKE
redefinequote 91 ^20HOLODUKE
setvar SURVIVALVALUE_TEMP 1250
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 12096 // In Build Units [6'3" / 191.2cm]
setvar PLAYERWEIGHT 224 // In lbs
// setplayer[THISACTOR].autostep 5120
// setplayer[THISACTOR].autostep_sbw 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 2
{
redefinequote 47 ^19HOLOJACK ON
redefinequote 48 ^19HOLOJACK OFF
redefinequote 49 ^21HOLOJACK NOT FOUND YET!
redefinequote 51 ^20HOLOJACK
redefinequote 91 ^20HOLOJACK
setvar SURVIVALVALUE_TEMP 625
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 10470 // In Build Units [5'5" / 165.5cm]
setvar PLAYERWEIGHT 146 // In lbs
// setplayer[THISACTOR].autostep 5526 // 5120
// setplayer[THISACTOR].autostep_sbw 1105 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 3
{
redefinequote 47 ^19HOLOBUBSY ON
redefinequote 48 ^19HOLOBUBSY OFF
redefinequote 49 ^21HOLOBUBSY NOT FOUND YET!
redefinequote 51 ^20HOLOBUBSY
redefinequote 91 ^20HOLOBUBSY
setvar SURVIVALVALUE_TEMP 937
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 10325 // In Build Units [5'4" / 163.2cm]
setvar PLAYERWEIGHT 137 // In lbs
// setplayer[THISACTOR].autostep 5563 // 5120
// setplayer[THISACTOR].autostep_sbw 1113 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 4
{
redefinequote 47 ^19HOLOAMI ON
redefinequote 48 ^19HOLOAMI OFF
redefinequote 49 ^21HOLOAMI NOT FOUND YET!
redefinequote 51 ^20HOLOAMI
redefinequote 91 ^20HOLOAMI
setvar SURVIVALVALUE_TEMP 500
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 10489 // In Build Units [6'3" / 165.8cm]
setvar PLAYERWEIGHT 123 // In lbs
// setplayer[THISACTOR].autostep 5522 // 5120
// setplayer[THISACTOR].autostep_sbw 1104 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 5
{
redefinequote 47 ^19HOLOHIGA ON
redefinequote 48 ^19HOLOHIGA OFF
redefinequote 49 ^21HOLOHIGA NOT FOUND YET!
redefinequote 51 ^20HOLOHIGA
redefinequote 91 ^20HOLOHIGA
setvar SURVIVALVALUE_TEMP 1000
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 11723 // In Build Units [6'1" / 185.3cm]
setvar PLAYERWEIGHT 187 // In lbs
// setplayer[THISACTOR].autostep 5213 // 5120
// setplayer[THISACTOR].autostep_sbw 1043 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 6
{
redefinequote 47 ^19HOLOESSENCE ON
redefinequote 48 ^19HOLOESSENCE OFF
redefinequote 49 ^21HOLOESSENCE NOT FOUND YET!
redefinequote 51 ^20HOLOESSENCE
redefinequote 91 ^20HOLOESSENCE
setvar SURVIVALVALUE_TEMP 1667
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 22351 // In Build Units [11'7" / 353.3cm]
setvar PLAYERWEIGHT 1032 // In lbs
// setplayer[THISACTOR].autostep 2556 // 5120
// setplayer[THISACTOR].autostep_sbw 511 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 7
{
redefinequote 47 ^19HOLOTED ON
redefinequote 48 ^19HOLOTED OFF
redefinequote 49 ^21HOLOTED NOT FOUND YET!
redefinequote 51 ^20HOLOTED
redefinequote 91 ^20HOLOTED
setvar SURVIVALVALUE_TEMP 1500
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 11628 // In Build Units [6' / 183.8cm]
setvar PLAYERWEIGHT 185
// setplayer[THISACTOR].autostep 5237 // 5120
// setplayer[THISACTOR].autostep_sbw 1047 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 8
{
redefinequote 47 ^19HOLOLISA ON
redefinequote 48 ^19HOLOLISA OFF
redefinequote 49 ^21HOLOLISA NOT FOUND YET!
redefinequote 51 ^20HOLOLISA
redefinequote 91 ^20HOLOLISA
setvar SURVIVALVALUE_TEMP 2000
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 10976 // In Build Units [5'8" / 173.5cm]
setvar PLAYERWEIGHT 130
// setplayer[THISACTOR].autostep 5400 // 5120
// setplayer[THISACTOR].autostep_sbw 1080 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 9
{
redefinequote 47 ^19HOLOCYBANIS ON
redefinequote 48 ^19HOLOCYBANIS OFF
redefinequote 49 ^21HOLOCYBANIS NOT FOUND YET!
redefinequote 51 ^20HOLOCYBANIS
redefinequote 91 ^20HOLOCYBANIS
setvar SURVIVALVALUE_TEMP 1333
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 23825 // In Build Units [12'4" / 376.6cm]
setvar PLAYERWEIGHT 1186
// setplayer[THISACTOR].autostep 2188 // 5120
// setplayer[THISACTOR].autostep_sbw 438 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 10
{
setvar MISCARRAYID 110 getactorvar[MISCARRAYID].MISCARRAYID_AMOUNT MISCARRAYID_AMOUNTTEMP // NETHRA-FORM?
ifvare MISCARRAYID_AMOUNTTEMP 0
{
redefinequote 47 ^19HOLONETHRA ON
redefinequote 48 ^19HOLONETHRA OFF
redefinequote 49 ^21HOLONETHRA NOT FOUND YET!
redefinequote 51 ^20HOLONETHRA
redefinequote 91 ^20HOLONETHRA
setvar PLAYERHEIGHT 11932 // In Build Units [6'2" / 188.6cm]
setvar PLAYERWEIGHT 114
// setplayer[THISACTOR].autostep 5161 // 5120
// setplayer[THISACTOR].autostep_sbw 1032 // 1024
}
else
{
redefinequote 47 ^19HOLOCHRISTINA ON
redefinequote 48 ^19HOLOCHRISTINA OFF
redefinequote 49 ^21HOLOCHRISTINA NOT FOUND YET!
redefinequote 51 ^20HOLOCHRISTINA
redefinequote 91 ^20HOLOCHRISTINA
setvar PLAYERHEIGHT 11160 // In Build Units [5'9" / 176.4cm]
setvar PLAYERWEIGHT 138
// setplayer[THISACTOR].autostep 5354 // 5120
// setplayer[THISACTOR].autostep_sbw 1071 // 1024
}
setvar SURVIVALVALUE_TEMP 2000
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 11
{
redefinequote 47 ^19HOLOPAULA ON
redefinequote 48 ^19HOLOPAULA OFF
redefinequote 49 ^21HOLOPAULA NOT FOUND YET!
redefinequote 51 ^20HOLOPAULA
redefinequote 91 ^20HOLOPAULA
setvar SURVIVALVALUE_TEMP 3333
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 11609 // In Build Units [6' / 183.5cm]
setvar PLAYERWEIGHT 114
// setplayer[THISACTOR].autostep 5242 // 5120
// setplayer[THISACTOR].autostep_sbw 1048 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 12
{
redefinequote 47 ^19HOLOLORI ON
redefinequote 48 ^19HOLOLORI OFF
redefinequote 49 ^21HOLOLORI NOT FOUND YET!
redefinequote 51 ^20HOLOLORI
redefinequote 91 ^20HOLOLORI
setvar SURVIVALVALUE_TEMP 1250
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 11356 // In Build Units [5'10" / 179.5cm]
setvar PLAYERWEIGHT 136
// setplayer[THISACTOR].autostep 5305 // 5120
// setplayer[THISACTOR].autostep_sbw 1061 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 13
{
redefinequote 47 ^19HOLOMINAKO ON
redefinequote 48 ^19HOLOMINAKO OFF
redefinequote 49 ^21HOLOMINAKO NOT FOUND YET!
redefinequote 51 ^20HOLOMINAKO
redefinequote 91 ^20HOLOMINAKO
setvar SURVIVALVALUE_TEMP 750
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 10451 // In Build Units [5'5" / 165.2cm]
setvar PLAYERWEIGHT 126
// setplayer[THISACTOR].autostep 5531 // 5120
// setplayer[THISACTOR].autostep_sbw 1106 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 14
{
ifvare debugtoggle 0
{
ifvare PUBLICBETA? 1
{
redefinequote 47 ^19HOLO??????? ON
redefinequote 48 ^19HOLO??????? OFF
redefinequote 49 ^21HOLO??????? NOT FOUND YET!
redefinequote 51 ^20HOLO???????
redefinequote 91 ^20HOLO???????
}
else
{
redefinequote 47 ^19HOLONAFERIA ON
redefinequote 48 ^19HOLONAFERIA OFF
redefinequote 49 ^21HOLONAFERIA NOT FOUND YET!
redefinequote 51 ^20HOLONAFERIA
redefinequote 91 ^20HOLONAFERIA
}
}
else
{
ifvare PUBLICBETA? 1
{
redefinequote 47 ^19HOLOHINOTORI ON
redefinequote 48 ^19HOLOHINOTORI OFF
redefinequote 49 ^21HOLOHINOTORI NOT FOUND YET!
redefinequote 51 ^20HOLOHINOTORI
redefinequote 91 ^20HOLOHINOTORI
}
else
{
redefinequote 47 ^19HOLONAFERIA ON
redefinequote 48 ^19HOLONAFERIA OFF
redefinequote 49 ^21HOLONAFERIA NOT FOUND YET!
redefinequote 51 ^20HOLONAFERIA
redefinequote 91 ^20HOLONAFERIA
}
}
setvar SURVIVALVALUE_TEMP 1500
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 12147 // In Build Units [6'3" / 192cm]
setvar PLAYERWEIGHT 140
// setplayer[THISACTOR].autostep 5107 // 5120
// setplayer[THISACTOR].autostep_sbw 1021 // 1024
state setcharacterarrays
}
else
ifvare CHARACTERSELECTED? 15
{
redefinequote 47 ^19HOLOMAKEN ON
redefinequote 48 ^19HOLOMAKEN OFF
redefinequote 49 ^21HOLOMAKEN NOT FOUND YET!
redefinequote 51 ^20HOLOMAKEN
redefinequote 91 ^20HOLOMAKEN
setvar SURVIVALVALUE_TEMP 1000
state level_calcsurvivalrate
setvarvar SURVIVALVALUE SURVIVALVALUE_TEMP
state damagemod-survival
setvar PLAYERHEIGHT 10862 // In Build Units [5'7" / 171.7cm]
setvar PLAYERWEIGHT 124
// setplayer[THISACTOR].autostep 5428 // 5120
// setplayer[THISACTOR].autostep_sbw 1086 // 1024
state setcharacterarrays
}
} //*******************************************************
else //*If the game detects a change in the current character*
{ //*******************************************************
setvar MISCARRAYID 25 setactorvar[MISCARRAYID].MISCARRAYID_AMOUNT 1 // SWITCHOVER-DELAY - Set to >1 to prevent bleed ins for HP, AIRTIME and Inventory Times
setplayer[THISACTOR].holoduke_on -1 // Turns off Holoform automatically if the last character left it on[since switching back to that person will not make their holoform respawn and waste its' energy.
setplayer[THISACTOR].scuba_on 0 // Turns off Scuba automatically if the last character left it on so the next character is not stuck with a 'perma-scubatank' even if they don't have one of their own
setplayer[THISACTOR].random_club_frame 0 // SET THIS TO 0 IN ORDER TO RESET IT AND ALLOW THE SHOTGUN TO FIRE. FINALLY FIXED THIS CRAPHEAD OF A BUG!! :D
setvar HITPOINTREGENTICS 0
setvar PLAYERREGENCOUNTER 0
setvar PLAYERAPREGENCOUNTER 0
setvar HPINCREASED 0 setvar HPLUPDISPLAY 53
setvar APINCREASED 0 setvar APLUPDISPLAY 53
setvar ATKINCREASED 0 setvar ATKLUPDISPLAY 53
setvar DEFINCREASED 0 setvar DEFLUPDISPLAY 53
setactorvar[HPBARCHILD].HPBARFLASHTIMER 0
setactorvar[APBARCHILD].APBARFLASHTIMER 0
setvar DISPLAYHPFLASHTIMER 0
setvar DISPLAYFAFLASHTIMER 0
setvar DISPLAYAPFLASHTIMER 0
ifvare CHARACTERSELECTED? 1 // If switching to Duke...
{
ifvarn DUKE? 1 state donotswitchchars
else
{
setvar CHARACTERARRAY 1
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 2
{
ifvarn JACK? 1 state donotswitchchars
else // If Jack is there, try to switch to him.
{
setvar CHARACTERARRAY 2
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 3
{
ifvarn BUBSY? 1 state donotswitchchars
else // If Bubsy is there, try to switch to him.
{
setvar CHARACTERARRAY 3
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 4
{
ifvarn AMI? 1 state donotswitchchars
else // If Ami is there, try to switch to her.
{
setvar CHARACTERARRAY 4
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 5
{
ifvarn LOWANG? 1 state donotswitchchars
else // If Higa is there, try to switch to him.
{
setvar CHARACTERARRAY 5
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 6
{
ifvarn ESSENCE? 1 state donotswitchchars
else // If ESSence is there, try to switch to him.
{
setvar CHARACTERARRAY 6
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 7
{
ifvarn TED? 1 state donotswitchchars
else // If Ted is there, try to switch to him.
{
setvar CHARACTERARRAY 7
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 8
{
ifvarn LISA? 1 state donotswitchchars
else // If Lisa is there, try to switch to her.
{
setvar CHARACTERARRAY 8
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 9
{
ifvarn CYBANIS? 1 state donotswitchchars
else // If Cybanis is there, try to switch to him.
{
setvar CHARACTERARRAY 9
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 10
{
ifvarn NETHRA? 1 state donotswitchchars
else // If Nethra is there, try to switch to her.
{
setvar CHARACTERARRAY 10
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 11
{
ifvarn PAULA? 1 state donotswitchchars
else // If Paula is there, try to switch to her.
{
setvar CHARACTERARRAY 11
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 12
{
ifvarn LORI? 1 state donotswitchchars
else // If Lori is there, try to switch to her.
{
setvar CHARACTERARRAY 12
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 13
{
ifvarn MINAKO? 1 state donotswitchchars
else // If Minako is there, try to switch to her.
{
setvar CHARACTERARRAY 13
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 14
{
ifvarn MYSTERY1? 1 state donotswitchchars
else // If 'Mystery Woman' is there, try to switch to her.
{
setvar CHARACTERARRAY 14
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
else
ifvare CHARACTERSELECTED? 15
{
ifvarn MAKEN? 1 state donotswitchchars
else // If Maken is there, try to switch to her.
{
setvar CHARACTERARRAY 15
state checkcharacter_status
ifvarand TEMPVAR 1 state donotswitchchars else state getcharacterarrays
}
}
}
setvar MISCARRAYID 82 setactorvar[MISCARRAYID].MISCARRAYID_AMOUNT CHARACTERSELECTED? // CHARACTER-OLD -- Sets the 'old' var to the current one to prevent repeats of the code.
//**********************************
//*END OF CHARACTER SWITCHING CODES*
//**********************************
ends
state changecharacterdeathcount
ifvare gameover? 0
{
ifvarg DEATHCHARACTERVAR 0 ifvarl DEATHCHARACTERVAR 16
{
getactorvar[DEATHCHARACTERVAR].CHARACTERDEATHS TEMP
addvar TEMP 1
setactorvar[DEATHCHARACTERVAR].CHARACTERDEATHS TEMP
}
setvar DEATHCHARACTERVAR 0
}
ends
state checkforcontinues
state checkcontinues